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Io-language-graphics-and-sound-20080330-6.fc15.i686.rpm

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     <STRONG>NAME</STRONG>
	  <STRONG>glDrawArrays</STRONG> - render	primitives from	array data


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glDrawArrays</STRONG>( GLenum <EM>mode</EM>,
			     GLint <EM>first</EM>,
			     GLsizei <EM>count</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>mode</EM>	 Specifies what	kind of	primitives to render.
		 Symbolic constants <STRONG>GL_POINTS</STRONG>, <STRONG>GL_LINE_STRIP</STRONG>,
		 <STRONG>GL_LINE_LOOP</STRONG>, <STRONG>GL_LINES</STRONG>, <STRONG>GL_TRIANGLE_STRIP</STRONG>,
		 <STRONG>GL_TRIANGLE_FAN</STRONG>, <STRONG>GL_TRIANGLES</STRONG>,	<STRONG>GL_QUAD_STRIP</STRONG>,
		 <STRONG>GL_QUADS</STRONG>, and <STRONG>GL_POLYGON</STRONG> are accepted.

	  <EM>first</EM>	 Specifies the starting	index in the enabled arrays.

	  <EM>count</EM>	 Specifies the number of indices to be rendered.

     <STRONG>DESCRIPTION</STRONG>
	  <STRONG>glDrawArrays</STRONG> specifies multiple geometric primitives with
	  very few subroutine calls. Instead of	calling	a GL procedure
	  to pass each individual vertex, normal, texture coordinate,
	  edge flag, or	color, you can prespecify separate arrays of
	  vertexes, normals, and colors	and use	them to	construct a
	  sequence of primitives with a	single call to <STRONG>glDrawArrays</STRONG>.

	  When <STRONG>glDrawArrays</STRONG> is called, it uses <EM>count</EM> sequential
	  elements from	each enabled array to construct	a sequence of
	  geometric primitives,	beginning with element <EM>first</EM>. <EM>mode</EM>
	  specifies what kind of primitives are	constructed, and how
	  the array elements construct those primitives. If
	  <STRONG>GL_VERTEX_ARRAY</STRONG> is not enabled, no geometric primitives are
	  generated.

	  Vertex attributes that are modified by <STRONG>glDrawArrays</STRONG> have an
	  unspecified value after <STRONG>glDrawArrays</STRONG> returns.	For example,
	  if <STRONG>GL_COLOR_ARRAY</STRONG> is enabled,	the value of the current color
	  is undefined after <STRONG>glDrawArrays</STRONG> executes. Attributes that
	  aren't modified remain well defined.

     <STRONG>NOTES</STRONG>
	  <STRONG>glDrawArrays</STRONG> is available only if the	GL version is 1.1 or
	  greater.

	  <STRONG>glDrawArrays</STRONG> is included in display lists. If	<STRONG>glDrawArrays</STRONG>
	  is entered into a display list, the necessary	array data
	  (determined by the array pointers and	enables) is also
	  entered into the display list. Because the array pointers
	  and enables are client-side state, their values affect
	  display lists	when the lists are created, not	when the lists
	  are executed.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is not an accepted
	  value.

	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>count</EM> is negative.

	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glDrawArrays</STRONG> is
	  executed between the execution of <STRONG>glBegin</STRONG> and	the
	  corresponding	<STRONG>glEnd</STRONG>.

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawElements</STRONG>,
	  <STRONG>glEdgeFlagPointer</STRONG>,
	  <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>, <STRONG>glInterleavedArrays</STRONG>,
	  <STRONG>glNormalPointer</STRONG>,
	  <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG>

































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